September 23, 2014

3. Broken Steel

Broken Steel is the third add-on for Fallout 3, and it's quest line is of the same length as the ones of Operation: Anchorage and The Pitt. Unlike these add-ons, in order to access the new story content from Broken Steel, the main storyline from the base game has to be finished. Broken Steel alters the ending of the original Fallout 3 to allow continued play after the end of the main quest line. When the player reaches the final point of the quest "Take it Back!", new options are given to allow specific followers to enter the reactor, but the original options still remain viable.

Regardless of what is chosen, however, the player will wake up two weeks later at the Citadel (unless they allow the Purifier to explode, which automatically ends the game), having been knocked unconscious by an unknown energy spike. Sarah Lyons will also be in a coma, unless she activated the purifier in which case she will have died. In those two weeks, the Brotherhood has been using the now-reactivated Liberty Prime to root out the remaining Enclave presence in the Capital Wasteland. The player joins them, only to watch Liberty Prime be destroyed by a devastating orbital strike. Taking out this new threat becomes the top priority. A short side-mission is arranged to equip the player with the powerful Tesla Cannon, after which they move on the Enclave's massive Mobile Crawler base, located outside of the Wasteland at Adams Air Force Base. After fighting through the base personnel, a control station at the top can be used to call an orbital strike on the base itself, destroying it. Alternatively, the Citadel can be destroyed, marking the player a traitor to the Brotherhood of Steel.

The third add-on for Fallout 3 adds new enemies including albino radscorpions, feral ghoul reavers, super mutant overlords, and Enclave Hellfire troopers. These are equipped with new armor and weaponry that the player can acquire. Broken Steel also adds several new perks to cover the additional 10 levels as well as some new encounters.

4. Point Lookout

Point Lookout is the fourth add-on for Fallout 3 and like all add-ons (except for Broken Steel), is playable at any time during the main storyline; the player could travel there immediately after exiting Vault 101. Once the content is loaded, you receive a message on-screen that initially starts the quest The Local Flavor. Unlike other add-ons, the player doesn't need to complete the main quest in order to travel back to the Capital Wasteland. Provided they can pay the ticket cost, the Duchess Gambit will travel back and forth anytime. It takes a month (30 days) of game time to travel to Point Lookout. As with previous add-ons, the main quest line is said to add about three to four hours worth of game time.

Point Lookout, unlike the other pieces of downloadable content, does not have a specific goal. Rather, it adds a large area for the player to explore, with new enemies and items to find. One major quest line focuses on the rivalry between Desmond Lockheart and Professor Calvert, two scientists who have been feuding since before the Great War. Desmond has survived as a ghoul, while Calvert became a living brain in a jar. The feud can be ended by the player in either Desmond's or Calvert's favor. Other quests include following the trail of a long-dead Chinese spy and discovering the mystery of the Lovecraftian tome known as the Krivbeknih.

5. Mothership Zeta

Mothership Zeta is the fifth and final add-on for Fallout 3 where an alien mothership abducts the player, making the whole add-on take place onboard the alien ship in orbit around Earth. The player character is able to return to the ship and use it as a "home-base" of sorts once the main quest is completed, although most of the ship will become inaccessible.

After being beamed aboard, the Lone Wanderer is subjected to an alien medical experiment. In the cutscene, the player character passes out during the procedure and awakes in a cell with another abductee named Somah. She explains that all of their equipment has been taken. She comes up with a plan of escape - staging a fistfight so that the alien guards will intervene, then overpowering them. They soon come across Sally, a little girl who was abducted soon after the Great War, who asks them to help her escape by destroying the reactor in the room. After freeing her, she says that she knows a lot about the ship and will provide aid in turn.

Sally leads the Lone Wanderer to a room with several cryo-tubes, to acquire a spacesuit from one of the frozen abductees, an astronaut (who, unfortunately, does not survive the "thawing" procedure). The suit is needed for a spacewalk outside the ship to access a teleporter; first, however, the generators in three other areas of the ship must be destroyed in order to provide a distraction. Three of the abductees will offer to assist in each of the generator areas: Elliott Tercorien will help with the Cryo Labs, Somah will aid traversing the Robotics Factory, and Paulson will aid with the Hangar.

After enabling the teleporter, the survivors are beamed to the upper section of the Mothership, where they witness a demonstration of the ship's Death Ray as a threat to scare them into surrendering. The player character must then fight through several portions of the second section which consists of a weapons laboratory, biological experimentation lab, and Biological Research. At the conclusion of this journey, all surviving companions can again join the Lone Wanderer by means of the transporter from the Observation Deck. After fighting through to the Death Ray control center, then the living quarters, the bridge is finally accessible. There, all of the abductees must defend the bridge from aliens attempting to re-take it, while at the same time using the ship's weapons to defeat an attacking alien vessel similar to their own.

Upon defeating the ship, the abductees celebrate and Sally or Elliott (whichever gets to the player first) reports that in the midst of all of the chaos on the bridge, Elliott and/or Sally pushed a button which dropped a beacon on the surface near the Recon Craft Theta crash site. This beacon allows the Lone Wanderer to return to the Capital Wasteland or teleport from there to the Mothership (though most of the ship is now inaccessible).

I was wondering, now that we covered all of the Fallout 3 DLCs, which one did you like the most? I could easily say that every DLC is unique in every way (new world to explore, items, etc..), but the stories that fuels them are at the top of the list! Agree?! You can share us your thoughts on Facebook or Google+ post. Also, share this with your Fallout friends.

September 21, 2014

Unmarked locations are the ones which do not appear on the map on your Pip-Boy. There are about 80 unmarked locations in Fallout 3, and I'm bringing you the ones that I've personally discovered, that are somehow interesting. However, some of them are not on this list. There are 45 locations included, 9 pages total.

1. Alien crash site

Roughly twenty meters behind the house lies the wrecked recon craft. It is badly damaged and leaking an unspecified radioactive liquid (giving about 4 rad/sec). The only point of interest is at the front of the ship, the side opposite the ruined house. If the player is at the MDPL-13 power station south of the crash site, it can be found by following the power cables north until you come across the alien distress beacon. The signal is called the "Recon Craft Theta Signal" on the player's Pip-Boy 3000. The player can follow this to the site as it gets louder and clearer as one gets closer, and they will start to become irradiated. At the front of the ship, the cockpit dome is shattered. The pilot's body lies outside against a pile of rocks with the powerful alien blaster in his hand. About 120 alien power cells are scattered around. The trail from the house to the ship is full of debris from the crash, most of this cannot be picked up or moved.

After completion of the Mothership Zeta add-on, an alien homing beacon takes the place of the crashed craft, allowing the player to teleport to Mothership Zeta and back at will. It will also have a map marker for easy fast travel.

2. Abernathy Metro station

An unmarked metro station on the White Line under the Capital Wasteland. Before the war, it was a Metro station used by the citizens of D.C. It is entered through Becton Metro station, entered by the Vernon East/Takoma Park Metro station and is used to get into Takoma Park. The area is infested with irradiated water and mirelurks, as well as many ghouls and various mutated creatures. The status board says it is still in working condition by 2277, but clearly the defilement about the station says otherwise.

3. Arlington sewer

The sewer is a small underground area located to the south-east of the Arlington Library and is divided into three levels, with two guard rooms and a locked storage room on the bottom level. The storage room can be accessed by a terminal and contains a safe, an armor crate and two ammunition boxes. The sewer also contains several hostile raiders of varying levels.

Southwest of the sewer, there is a Talon Company outpost with a Stealth Boy and a Nikola Tesla and You book on a table, near a bunk bed, on the top floor.

4. Bethesda underworks

The main entrance is via a metro station entrance located northeast of Bethesda office east. Uncharacteristically, this station doesn't have an obelisk marking its location. Inside the station, the mezzanine and platform are relatively intact. The subway tunnels are partially destroyed, with access being limited to the tunnel openings, and the subway tracks run north to south. Located off one of the destroyed subway tunnels is a service tunnel which leads to a sewer grating ladder. This sewer grating is located south of Bethesda offices west. This station is irradiated by barrels of radioactive waste, with the largest concentrations being located on the platform, the pile of barrels near the service tunnel, and near the sewer grating ladder.

The underworks is populated by feral ghouls, and it is not uncommon to see a glowing one or a feral ghoul reaver (if Broken Steel is installed) here amongst the other types of ghouls. Upon entering, the Lone Wanderer may be swarmed by all of the nearby ghouls at once, forcing the them into a fight with around 6 ghouls of varying difficulty.

5. Calverton

The church is easily spotted from the southwest. To the right of the church is a small graveyard fenced off by a broken white picket fence. In the church entrance is a trip wire, which triggers a shotgun trap, and in the back is a grenade trap triggered by a pressure plate. There is also a podium, some barrels, and a few beds. There is a captive to the left of the bed.

The town consists of three buildings; a diner, Gold Ribbon Grocers, and after Broken Steel is installed, Hank's Electrical Supply. Calverton exists as a real town in both Virginia and Maryland, but due to the condensed location format of the game map, it is not possible to tell if the game designers were trying specifically to reference either.

Every now and then, I scan my memory banks to identify the incontrovertibly best and worst moments of the last month or so. Then, when confronted with the sum total of human ecstasy and misery, I write about Fallout gaming instead.. ;) I'm bringing you some of the most wanted articles lately, in case you've missed something. Enjoy!

Wasteland 2 - The Apocalypse Is Now26 years is a hell of a long time to wait for a sequel, though it's arguable that Wasteland 2 is as much an alternate Fallout 3 as it is the continuation of the original post-apocalyptic role-playing game. I can hardly believe that it has been two and half years since the Wasteland 2 Campaign started by Brian Fargo. Developed by inXile and funded by the fans, on March 13, 2012, first Kickstarter Update showed a great start, and now more than two years later, Wasteland 2 is finally out! It is already reviewed by most of the gaming sites, with high reviewing points, and you can read the Eurogamer's review here, where he got 8/10..Read more >>>Fallout 3 - Top Unmarked Locations

Unmarked locations are the ones which do not appear on the map on your Pip-Boy. There are about 80+ unmarked locations in Fallout 3, but I'm bringing you the ones that are somehow interesting... 5. Calverton - The church is easily spotted from the southwest. To the right of the church is a small graveyard fenced off by a broken white picket fence. In the church entrance is a trip wire, which triggers a shotgun trap, and in the back is a grenade trap triggered by a pressure plate. There is also a podium, some barrels, and a few beds. There is a captive to the left of the bed.Read more >>>Experience Vault Escape in Real Life!I don't even know where to begin.. You are sending us so much incredible things that you've done lately, projects, cosplay that you've did, mods that you've created.. And you might think that you've seen it all, but then again, every now and then I got some incredible, awesome, no - epic thing in my inbox. This one is sent by Dmitry Medvedenko..Read more >>>After War Nevada - Complete Overhaul for Fallout: New VegasAfter War: Nevada is a complete overhaul for Fallout: New Vegas and is a summary of 2 years of hard work by Jodwig himself. It's enormous mod, which aim was to change and re balance every single aspect of the game. See detailed description bellow, along with the video review by Caedo Genesis.Read more >>>Fallout: Diaspora, Fan Based Movie Series (by VTi Crew)

The year is 2296. Vault 101 has been forcibly opened, the reactor rapidly failing. The Vault Dwellers have just couple of months to find a new home before the Vault's core becomes unstable and explodes. Vault 101 was never meant to be opened, and thus it does not contain the all-important G.E.C.K.. The few inhabitants capable of surviving outside are sent into the wasteland to learn all they can, and a place to settle. The events that follow will change the Capital Wasteland forever..Read more >>>Let's Talk About Fallout: Van Buren (by Henry Lombardi)So by now I assume you're familiar with the story of Fallout: Van Buren. After the critical success of 2, Black Isle Studios wasted no time crafting a sequel. It was given a codename: Van Buren (This being an Interplay thing of coding projects as the names of USA Presidents.), and fans were led to believe this was going to be the best Fallout yet. Now of course the idea of making a sequel better than Fallout 2 is daunting, but that's not what ended up happening..Read more >>>Most Popular Drivable Vehicle Mods for Fallout: New VegasNew Features compared to original J3XDrivableMotorcycle: tilt animation while turning, more realistic driving experience (rotatign wheels and engine smoke), companion riding and double riding, turret with elevation-angle tracking (original one in FO3 only with horizontally tracking), new realistic turning model, using the equation F=m.V^2/R (the faster you drive the harder you turn), Motorcycle caller, teleporting your bike anywhere anytime, Motorcycle storage, fixing 1st-person animation bug, optimized controllability, configurable driving speed, speed blur, and run-over function..Read more >>>Fallout: Origins, Comic Series (by Wasteland Angel)

This comic is a prequel to a Fallout game series and it will show (through historical facts) how first dwellers from the Vault 15 have managed to form, through the years, such a big faction as it is the New California Republic. My choice was Fallout: New Vegas as a base for this project. It has more original setting for a prequel than Fallout 3. Next thing was to mod the game. I searched through Nexus and found that one crucial mod that will make all of the boundaries on the map to disappear. OWNB - Open World mod, a mod that unlocked a whole new and empty world for this project..Read more >>>

August 30, 2014

A Fallout 3 based fan-movie series.

Disclaimer: This is not a high-end production, it is a fan-based movie, and all parts of this video (including audio parts, except voice acting) belongs to Bethesda Softworks LLC, a ZeniMax Media company, and are for entertainment purpose only. All rights go to the developers, IP owners, etc. credited below.After we finish Fallout: Diaspora Ep.3, we'll then focus on re-creating the full movie Fallout: Diaspora, maybe even on a new engine since Fallout 4 release, and for that, we could use all the help we can get from devoted fans such is yourself! Visit Vault-Tec inc. Patreon page for more information.

The Story

War... War Never Changes. The atomic flame that reset the Earth came with severe penalties. In the Capital Wasteland, that penalty was water. The Potomac ran thick with toxic runoff, and purifiers were scarce. It was truly a wild land, with only a few scant settlements between vast expanses of ruins and danger. That was, until, Vault 101 opened. From the Vault came two strangers that would save the Wasteland. The stories of the two are well known but scattered, with some claiming things that seem almost impossible to be true. But what everyone does know is that they, with the help of The Brotherhood of Steel, brought pure drinking water to the wasteland...

That was over 20 years ago. The year is 2296. Vault 101 has been forcibly opened, the reactor rapidly failing. The Vault Dwellers have just a couple of months to find a new home before the Vault's core becomes unstable and explodes. Vault 101 was never meant to be opened, and thus it does not contain the all-important G.E.C.K.

The few inhabitants capable of surviving outside are sent into the wasteland to learn all they can, and a place to settle. The events that follow will change the Capital Wasteland forever.. For better or for worse, remains to be seen.

Fallout: Diaspora, Ep.1

Fallout: Diaspora, Ep.2

In this episode, officers Matt, Jeff, Steve and Jim are heading for the Megaton, the first stop of their epic journey. Megaton is relatively close to Vault 101, and it is a perfect place for equipment exchange and some useful info. After they decide to take a shortcut to Megaton, a whole hell broke loose..

Fallout: Diaspora Ep.3 - Teaser trailer

Teaser trailer for Fallout: Diaspora, Ep.3. Showing a long journey with some more action. After we finish Fallout: Diaspora Ep.3, we'll then focus on re-creating the full movie Fallout: Diaspora, maybe even on a new engine since Fallout 4 release, and for that, we could use all the help we can get from devoted fans such is yourself! Visit Vault-Tec inc. Patreon page for more information.

We encourage you to interact with us and other users by commenting and sharing posts and submitting related feedback to this post so that we can improve. Our question to you; Do you think that Amata and Matt will find the "Lone Wanderer", and is he actually able to help them with their problem? The more engagement this gets, the better next episode will be. Thank you, your VTi crew.

Fallout, Fallout 2, Fallout Tactics, Fallout 3 and Fallout New Vegas are Copyright 2008-2014 by Bethesda Softworks LLC, a ZeniMax Media company. Bethesda Softworks and Bethesda Game Studios and their respective logos are registered trademarks of ZeniMax Media Inc. All rights reserved. The Video (including audio) posted on this FALLOUT FAN PAGE are for non-profit, educational or PERSONAL USE ONLY. We do not claim ownership of anything posted on this page. All rights go to the developers, IP owners, etc. credited above.

June 24, 2014

FOnline 2 is a free post-apocalyptic massively multiplayer online role-playing game based on legendary Fallout and Fallout 2 RPGs. In this game, you can:

Experience the dramatic story through the main quest line and many side-quests.

Create your own character from many balanced classes and enjoy intense PvP in fights over the control of the towns and many other occasions.

Take part in the upcoming conflict.

Become a member of the Enclave and participate in restoring United States' lost glory. Or join the Brotherhood of Steel and fight to preserve the balance in the Core Region. You can also avoid taking sides and be about your own business playing in a seperate, player-created faction.

Get the profession, gather resources and craft variety of items.

Join one of the caravans traversing the wastes, and make a living as a caravan guard. Or earn as a trader by establishing your own shop in one of many cities.

Hunt bandits, raiders, mutants and other foes, or kill other players and take their belongings.

Explore the dungeons and the immense world by wandering through the irradiated deserts, old warehouses, city ruins, abandoned Vaults or and other mysterious places. Or buy yourself a vehicle to cross the Wasteland faster and safer.

Establish a base, and invite your friends to unite your forces.

Play as a peaceful, law abiding citizen, or a villanous crook in a player driven city - Shady Sands, the capital of the New California Republic, run by NCR Rangers - player driven faction. But watch out, as all your actions have their consequences thanks too introduced karma system..

Introduction

War... War never changes... Only the dead men saw the end of war. Humanity remains the same no matter what, with will of self-destruction carved deep into mind. Every war is hoped to be the last one, but even nuclear winter wasn't enough to stop gears of war once despite the atomic bombs.

After the heroic death of Vault Dweller and the pathetic end of Master, Lieutenant led the super mutant horde into wasteland, to conquer human settlements and establish dominance in the region. Brotherhood of Steel, the only hope of man kind responded against this aggression. They fought relentlessly and eventually drove the mutant horde back to Mariposa from where they had emerged, but the war had taken its toll and numbers amongst the Brotherhood ranks were diminished. Brotherhood's Elders realized that without changing their doctrine they are going to be unable to recreate their former strength. Declaration of new order was set in motion and recruitment of experienced wastelanders to further aid their cause began.

Under orders of President Richardson, Enclave's scientists began to work on an upgraded version of Power Armor in order to fulfill their future plans. They managed to develop a reliable version of Advanced Power Armor Mark II. Results of other less fortunate prototypes testing were classified by Richardson for the sake of morale. Soon after their technological advancement they came aware of the mutant threat. Orders were given to distinguish the mutant threat by any means possible, due to fear for the situation to escalate out of their control later on. Enclave with all their force attempted to lay siege on Mariposa. Eventually realizing that conventional strategy is doomed to failure against the overwhelming mutant force and so orders for a tactical retreat were given. President Richardson and the superiors of Enclave had decided to fight fire with fire and recruit as many disposable potential soldiers from the wasteland as possible to exterminate the mutant horde. Massive conquest over the Wasteland is about to come...

2161 December 5
Fallout 1 Begins: Vault Dweller is kicked out of Vault 13 to find a replacement for the water chip.

2161 December 15
Vault Dweller discovers Shady Sands. Meets Tandi, and Ian, who joins the Vault Dweller in searching for the water chip.

2161 Dec 30
Vault Dweller recruits Dogmeat in Junktown.

2162 January 17
Vault Dweller reaches Hub and negotiates with the Water Merchants to deliver water to Vault 13, buying the Vault some time.

2162 February 13
Vault Dweller steals the water chip from Necropolis Vault and escapes. Part of the ghoul inhabitants becomes furious as they promise themselves that no smoothskin is going to step inside Necropolis ever again. Seth declares law driven by xenophobic fear and closes Necropolis from the outside world. Ghouls become hostile to all non-ghouls.

2162 March 3
Vault Dweller kills Master in a tough battle. Shortly after, he dies from inflicted wounds. He didn’t manage to initiate the auto-destruct sequence inside the Cathedral’s Vault.

2162 April 20
Not long after Masters death, the Lieutenant claims full leadership of the remaining super mutants in the Military Base. He can’t match Masters skills as a leader, though quickly realizing his potential, ambitions grow along with plans to shape the future.

2162 May 10
Fallout 1 Ends: The news about Masters fall and the heroic Vault Dwellers death reaches Vault 13. Some members of the Vault led by Lydia, the head of the "return to the surface" faction, and including her supporters, Theresa and Lyle leaves the vault soon afterwards.

2165 May 12
Lieutenant leads his army into the wasteland conquering human settlements that stands in his way, gathering fresh subjects for his VATS.

2165 July 10
Brotherhood of Steel responds to the uprising mutant aggression, that is threatening to consume the whole wasteland. They become the last hope that stands between human total extermination and victory at all costs.

2165 September 18
Massive scale war between the Lieutenant’s army and Brotherhood of Steel depletes both sides. Brotherhood of Steel barely get's the upper hand in a decisive battle between the two fighting sides. The wastelands population suffers deeply from the conflict, the mutants are finally suppressed, but they are merely forced to retreat. The battle has been won, but not the war.

2166 October 20
Brotherhood of Steel realize it’s near impossible to recreate their former numbers and power still basing on old doctrine. High Elders declare a new order witch allows the Brotherhood of Steel to start recruiting selected, tough and experienced wastelanders.

2167 April 13
Reports come in about missing caravans again. The Lieutenant is starting to slowly rebuild his army, this time keeping a low profile whenever it's possible.

2185 Summer
Marcus and Brotherhood of Steel Paladin Jacob cross each others path far, southwest of Broken Hills. They fight for many days and nights, tirelessly. Eventually, they give up, unable to get an advantage over the other. The two start traveling together, arguing over Masters and BOS doctrine and whether or not the Master could truly neurolink his biology into the Cathedral computer network.

2185 Fall
Marcus and Jacob, along with the trail of ghouls, humans, and super mutants, found the community of Broken Hills.

2186
New California Republic formed, and a central council is created as a governing body.

2196
Tandi unanimously elected President of NCR by the current NCR council. As expected, she proceeds to do an exceptional job.

2198
Enclave works on various new technologies, including pre-war technologies such as the Power Armor variations. None of these are much of an improvement over the conventional Power Armor, and some are actually worse.

2211
Frank Horrigan is born ... unfortunately.

2215 August 1
Congressman Richardson rises to power within the Enclave, aided by pressure from his father, President Richardson.

2215
Under Presidential Order, Enclave scientists begin to work on an upgraded version of Power Armor. Many prototypes are developed and tested.

2220 March 5
Congressman Richardson is elected president for the first term of five, through aid and political pressure by his father (President Richardson).

2220 October
Enclave scientists develop a reliable version of the Advanced Power Armor Mark II. The prototype results (and accidents... and explosions... and deaths) are classified by order of the President Richardson for the sake of morale.

2234
Political tension in Necropolis between supporters of doctrine and a revolution faction who tends toward to open Necropolis for outside world grows.

2235
The Enclave experiments on deathclaws are in progress, attempting to create specialized fighting units for waging war in hostile environments.

2235
There had already been a small number of ghouls in Gecko at this time, more come to the area splitting from Necropolis, and the town of Gecko is formed. The new influx of ghouls bring scavenged technology and the right know-how, so the power plant in Gecko becomes operational later that year. Vault City looks upon their new neighbors with growing concern.

2235
Harold arrives in Gecko, and (with a lot of shaking of his head) he does his best to help the ghouls with the running of the Nuclear Power Plant.

2236 July-August
Enclave decides to launch a full scale assault on Mariposa. The battle turns into a massacre for both sides. Frank horrigan is killed in action. The remaining forces of Enclave troops retreat, realizing there is no way to storm through this fortress with brute force of their own.

2236 August
More detailed Enclave intelligence shows no possibility of raiding Mariposa without heavy casualties. President orders to create an alternative plan to gain Enclave the superiority they need, plans of the Forced Evolutionary Virus are put aside …

2236 Sept
Enclave construct a new plan for purifying the wasteland. President begins preparations for massive wasteland conquest powered by fresh recruitment from bandits and all scum that wasteland has to offer. Everything in order to conquer the land and start a massive holocaust of mutants in future concentration camps.

2237 March
Enclave preparations for the massive autumn offensive is reaching its full potential.

June 14, 2014

Blades

Razor, leader of the Blades

The Blades are a group of survivalists led by a woman named Razor, living in a pre-War nightclub in the Boneyard north of Adytum. The Blades appear only in the original Fallout, though a sign similar to the one from their hideout appears in Fallout 2 on a building in Klamath.
While a peaceful group, they are persecuted by the Regulators, who both coerce them into doing their bidding and frame them for crimes against the people of Adytum. This makes it appear that the Adytowners are seriously threatened by the Blades; a convenient pretext for the Regulators' own repressive policies. The Blades are fairly disorganized, and simply trust in their leader, Razor, to do what is best for their gang. They live in the large building which dominates the downtown area of Boneyard.

The people of Adytum generally despises the Blades, as they are thought to have killed Jon Zimmerman's son, Jason. While relatively unarmed, a man named MacRae teaches the Blades his knowledge of combat skills as self-defense, and guards their front-door entrance from intruders. He is mainly the only 'representative' the Regulators parley with; however, there is little peace-talk. If the Vault Dweller agrees to help the Blades fight the Regulators, they will be instructed to go to the Gun Runners' fort and ask their leader for weapons and ammunition. After the Vault Dweller does what is asked, the Blades storm Adytum fully geared (the Vault Dweller may be in the fight as well if the player wishes). Alternatively, the player may accept the quest "Kill Razor" in an attempt by the Regulators to rid the Boneyard of the Blades.

Brotherhood of Steel

BoS Logo

The Brotherhood of Steel was founded by Roger Maxson, a captain in the United States Army. Led by Colonel Robert Spindel, Maxson was part of a team sent on January 3, 2076 to monitor progress at a West-Tek facility in California, which was conducting research on behalf of the American government. On January 7, 2077, all West-Tek research and personnel – Maxson and his team included – were relocated to the newly constructed Mariposa Military Base in an effort to enhance security.

The Brotherhood of Steel is a neo-knightly order that rose from the ashes of the United States military in the years following the Great War of 2077. The organization's tenets include the eradication of mutants and the veneration of technology. In recent decades, the Brotherhood has become quite reluctant in regards to sharing advanced technology with their fellow Wastelanders, whom they generally consider too ignorant and irresponsible to deserve such technology. The Brotherhood has been known to trade their technology with frontier communities and the NCR, but more often than not, they prefer to keep the more advanced material to themselves.

Although the Brotherhood has always been portrayed as aloof, as time went on more negative aspects of their beliefs have been increasingly emphasized as their power has decreased. Originally they stood for relatively benign goals of preservation. Indeed, in one of the possible endings in Fallout; they voluntarily reintroduce technology, engage in novel research, and actively assist those inhabiting the wasteland. Later, in Fallout Tactics, the Midwestern faction eventually would go on to become a near-fascist state, but only if a specific ending is chosen in which this faction assumes the new leadership of a prejudiced General Barnaky. A different ending involves the Midwestern Brotherhood working together with the humans and non-humans of the Midwestern wasteland for the greater good, and create a post-apocalyptic utopia (however, it should be noted that none of the endings of Fallout Tactics has yet been assumed as canon, and so is open to speculation). By the time of Van Buren/New Vegas the main Brotherhood is strongly paranoid, it not only seeks to preserve technology, but actively remove it from outsiders, is disinterested in nonmilitary assets, and engages in little if any work to actually improve their tech. Much of the Brotherhood's belief system is enshrined in a document known as the Codex, which acts as an important source of information on regulations and rules that members must adhere to.

The East Coast Brotherhood is different from the West Coast, seeming to want to help others instead of collect vital technology, but this created a faction focused entirely on collecting tech in the east, the Brotherhood of Steel Outcasts. The Brotherhood does also hold a religious side, with some or all members believing in a deity known as the "Creator", and often praying to the Creator, on occasions such as meals.

Crimson Caravan

Crimson Caravan Logo

Crimson Caravan is the largest caravan outfit in the Core Region, and quite probably the entire Wasteland. The Crimson Caravan Company is the largest supplier to the NCR of military-grade weaponry, and an assortment of provisions and other equipment types. The Crimson Caravan appears in Fallout and Fallout: New Vegas, and were to appear in Black Isle's canceled Fallout 3. Although they don't appear in Fallout 2, signs with the Crimson Caravan logo can be found in Klamath.

In 2161 they are headed by Demetre Romara, with his daughter Keri working the schedules (and caravaneers from time to time). Their travel destinations include Junktown, Boneyard, Necropolis and Brotherhood of Steel. The pay is $600 per run and they operate on the 3rd and 17th of every month.

Children of the Cathedral

Children of the Cathedral Logo

The Children of the Cathedral was the religious branch of the Unity, a widespread religious cult that the Master established as a cover for his activities and to spread his philosophy. The Children of the Cathedral only appeared in Fallout. They are mentioned and a robe of them appeared in Fallout 2. There is also an indirect mention in Fallout: New Vegas, on Black Mountain Radio. Former members were to appear in Van Buren.

The actions of the Cathedral's Children are based on the belief that the nuclear holocaust (referred to as the Holy Flame, the Sacred Fire), invoked by human greed, corruption and selfishness was a chance to begin anew. It is the proverbial light that nearly destroyed humanity. The Master is the antithesis, the Dark God, waiting in the Darkness below (quite literally), leading his children into a new era of peace and unity.

In order to spread their message, The Children ran a number of hospitals in various places around the wastes. The largest was in the Water Merchants' section of the Hub. The Children also maintained a small, ragged clinic in the ghoul city of Necropolis where two Children provided medicine in exchange for money until they were forced to leave when the Vault Dweller eliminated the super mutant garrison at the water shed. Finally, in Junktown, a doctor from the Children would move into one of the buildings after 80 days from the start of the game. The main Children of the Cathedral operation, though, was in the actual Cathedral. Located somewhere in the Boneyard, the ruins of Los Angeles and a few miles south of Adytum, the Cathedral was home to High Priest Lasher, a sadistic priest, and High Priest Morpheus, the human leader of the Children.

Fools

The Fools were a small gang of metal-clad men and women seeking to control the entirety of Scrapheap. They contested Crypts' control over the town's power source, but were too few in numbers to make any kind of move against the superior numbers of their rival gang. They operated out of the Scrapheap's garage, under Baka, a strong, barely sane woman with a Rockwell CZ-53 personal minigun. Their initiation ritual consists of telling a joke that must impress the rest of the team.

Followers of the Apocalypse

Or simply the Followers, are a faction based in the Core Region, and have established their presence in the Mojave Wasteland. Their goal is to tend to the inhabitants of the wasteland, as well as to ensure that the horrors of the Great War are never to be repeated. To that end, they serve as keepers of knowledge, a position which provides them with the skills they need to carry out their mission.

Forgoing preaching in favour of humanitarianism, the Followers are generally welcomed by the inhabitants of the wasteland. Wherever they go, the Followers seek to provide services to those in need, namely medical care and agricultural instruction. Those in positions of power often regard them as seditious anarchists; though such accusations are not entirely without truth, the organization as a whole has no interest in seizing power.

The Followers of the Apocalypse readily assist those who require aid, and welcome anyone who wishes to join their ranks, including former members of the Enclave. Although pacifists by nature, the Followers will not hesitate to defend themselves against attackers, and will take up arms against those who threaten their ideals.

The origins of the Followers can be traced back to the settlement known as Dayglow, located in the ashes of what was once the city of San Diego. Due to their proximity to the Glow, locals found themselves falling to illness at an alarming rate, either due to their exposure to high levels of radiation or some other, unknown cause. Eventually, they were forced to relocate, and began a mass migration to the north. Among their number was a young girl by the name of Nicole, who would later become founder and leader of the Followers.

Friendly Lending Company

FLC Logo

The Friendly Lending Company, known mostly as FLC, is ostensibly a business operation lending out funds owned by Decker to those in need. In reality, the FLC is a loanshark operation, baring accusations by the Hub police of extortion, with several thousands of hubcaps on hand; stored in the safe of the organization's main office in the Hub's downtown area. The FLC is managed by Lorenzo "the Munificent" Giovanni, under the control of Decker whose philosophy of being a respectable business man is summarized by his words, "You don't show us respect, you get hurt. How much more respectability can a man ask for?"

FLC gives out loans on a graduated scale of 200 hubcap units, at an interest rate of 10% of the original loan, with a maximum of 1,000 hubcaps; potential customers must build a credit base at each 200 hubcap level to be able to receive a loan on the next additional 200 hubcaps. FLC allows up to 10 days before the loans are due.

Gun Runners

NV Gun Runners Sign

The Gun Runners are a weapons merchant and manufacturer faction operating out of the Fortress in the Boneyard. Originally, they were a normal gang, like the Skulz or the Blades, who had come to the Boneyard from the Hub in hopes of securing territory of their own. Shortly after arriving, approximately around 2131, they decided to start a gunrunning business, having settled themselves in an abandoned factory with functional manufacturing equipment that they used to produce high-tech weapons and ammunition. In addition, the factory was very easy to defend, as it was surrounded by a moat of highly toxic waste, spanned by a single plank bridge. They began selling weapons in 2155.

Approximately around 2151, they had been using their own supplies of scrap metal in their manufacturing process, but since running out they have had to rely on trade with Adytum to support their business. In 2158, once the Regulators began running Adytum, trade between the two groups began to heavily favor the town, and the Gun Runners grew desperate in search of another source of supplies. However, the deathclaws, which had taken up residence in the Boneyard, made such a search impossible. This is where the Vault Dweller stepped in.

Hub Police

The Hub police are the law enforcement of the Hub, headed in 2161 by sheriff Justin Greene. Most of them are simpletons who have a badge only because nobody else would take it. Their officers are spread throughout each district except for the Heights, where Mr. Hightower's guards have to fend for themselves. They also patrolled in large numbers around the Hub in the wasteland, ensuring that the caravans come to the Hub. The police station is in the downtown area, but if any member of the Hub police is attacked (those in the wasteland included), all others will become hostile towards them.

In fact, if the police become hostile, the Vault Dweller won't be able to leave the Hub (even if every single person is dead) without being in combat mode. Keep in mind that defeating every member of the Hub police is a remarkable feat - they make up for their lack of training with automatic weapons and good armor.

Khans

Khans Logo

The Khans are a tribe of brutally vicious and semi-organized raiders with a culture based around the basic tenets of Social Darwinism. They are one of the more formidable of the four groups (Khans, Vipers, Jackals, and the community of Shady Sands) that originated in Vault 15. Most wastelanders view the Khans as the founders of the chem trade. They are also known to make jet, psycho and many other addictive chems. Their main base in 2161 was located southeast of Shady Sands. At least twice, the Khans have suffered a brutal near-defeat, but, "like a Phoenix", the group has always managed to rise again from its ashes.

The Khans were founded and lead by the father of Garl Death-Hand (known as "The Death-Hand") who led them on regular pillage raids. Their primary victims were the village of Shady Sands, a community created by the last of the four groups that left Vault 15. Sometime before 2161, Garl Death-Hand killed his father and became the leader of the Khans. After that, they set up camp in and around an open house to the southeast of Shady Sands, with tents surrounding the main building as basic dwellings and workstations for subordinate and lower ranked members.

Garl continued the work of his father, preying on the towns of Shady Sands and Junk Town, and others they could get themselves upon who they considered easy prey. After a hard day's work thieving, killing, and pillaging the average traders at times, Garl and his fellow Khans would sometimes go to Junktown to "relax" with its ladies afterward. In 2161, Garl was ultimately killed when the Vault Dweller came to rescue Tandi, who had been kidnapped by the Khans. The Vault Dweller also saves two other slaves owned by Garl, and killed all other Khans in the Khan camp, except for one young man named Darion who was either away or hiding. Despite the menacing attitude they portrayed, Ian, a original Fallout companion who is also in Fallout 2, described them as "Abunch of low-life's with bad attitudes."

Nightkin

The nightkin were an elite warrior caste in the Master's super mutant army and the apex of his creation of super mutants. When the Master's super mutant army was defeated in 2162, many began wandering the Wasteland or banded together into groups of varying sizes and with varying ends.

Nightkin can be found in the upper levels of the Cathedral, as well as inside the Mariposa Military Base, and in random patrol encounters in the cells around the base. After the Master's fall, many surviving Unity super mutants had become a chaotic wasteland wandering force, set on to destroy everything it encountered. They are superior to other super mutants in skill, equipment, and weaponry. Many of the nightkin are equipped with cloaking devices, such as Stealth Boys. The only gaming effect of this is to give them a slight ethereal look, as it does not affect the player's chance of hitting them.

Raiders

Raiders are any group of wastelanders who pillage, plunder, murder, or otherwise ruin the day of anyone unfortunate enough to not be one of them. If there were still laws, they'd be outlaws. Raiders tend to organize into loose confederations of gangs in the post-apocalyptic wasteland and are a constant problem. Raiders typically prey upon travelers and very small towns, leaving more populous or larger areas alone.
Numerous raider groups can be found across the wasteland. Most are composed of only a few people scraping out a living by preying on other inhabitants of the wastes, typically without any real driving purpose (besides for the thrills). Others, however, such as the Khans and the 80s, form their own tribal customs through raiding for survival rather than for thrills.

Beside a great number of raider gangs encountered throughout the Core Region, there are three distinct raider groups referenced by the first Fallout: Jackals, Vipers, and Khans, although only the latter appear in the actual game. All three groups originated from Vault 15.

Regulators

Led by the sadistic Caleb, the Regulators are a vicious gang that serves as the "police force" of Adytum in Southern California. Nominally under the authority of Adytum's mayor, Jon Zimmerman, they in fact manipulate Zimmerman and control Adytum's affairs, ruling harshly, expropriating a good part of Adytum's industrial wealth for themselves, and enforcing forced labor on Adytum's citizens.
To legitimize their authority, they have claimed that the Blades, a survivalist group to the north, are a threat, and frame them for crimes, such as the murder of Jason Zimmerman.

The Regulators are part of the group that left the demonstration Vault in south Los Angeles and founded Adytum. Caleb's Regulators appear only in Fallout. They are not related in any way to the Capital Wasteland Regulators from Fallout 3.

Skulz

The Skulz are a gang in Junktown. They do Gizmo's dirty work, and basically anything else they want. Vinnie has a deal with Killian Darkwater - the Skulz don't bother Killian and he doesn't bother them as long as they keep it low-key. The Vault Dweller puts a stop to their activities for good in a quest given by Lars. The leader of the gang is Vinnie; other notable members are Victor, Shark and Sherry.

Thieves' Guild

The Thieves' Guild or Thieves' Circle is a group of thieves in the Hub's Old Town led by the slightly crazed Loxley. Their main hideout, the Thieves Circle, can be found in the basement of a junkie's home. An audience with Loxley and his associates will require the player character to lockpick and survive some minor traps. The guild is loosely based on the 'old stories' as Loxley calls them of Robin Hood and his band of merry men.

The leader of the guild is Loxley, who has his own room and three other members in the hideout: Jasmine, Cleo and Smitty. Jasmine is Loxley's assistant who handles all the details of assignments and payment. Cleo is the only member who doesn't seem too reluctant to communicate with you. She will give you a great deal of information on the Guild and how they feel about the rest of the Hub. Smitty doesn't have much to say - he actually seems pissed off about you even being alive.

Underground

The Underground is the largest criminal organization, located in the Downtown district of the Hub. The Underground's hideout, or Decker's Underground, is located underneath the Maltese Falcon. Decker is head of the Underground, and never leaves the hideout (most likely not to risk being captured by the Hub Police). Your ability to speak with him is granted only by his door guard Kane, and even so, you will never be able to speak with him without Kane guiding you, and taking you directly back, removing the ability to enter the hideout without initiating combat. Decker is considered the largest threat to the Hub and merchants who aren't willing to cooperate.

Next to the bartender is a room guarded by Kane, a minion of the Underground and possibly Decker's right hand. Kane makes sure only people Decker wants to see are let in, and handles all of his payments. Kane is recognizable as a very powerful and durable opponent. Inside the hideout there are five other guards/members who protect and do business for Decker, but you can't speak with any of them, and they aren't given names. Other members could thrive throughout the streets of the Hub, but you wouldn't be able to tell.

Underground ghouls

The underground ghouls were a loose organization of disgruntled but peaceful ghouls in Necropolis in 2161. Presumably due to their unwillingness to partake in his hostile administration of the City of the Dead, they were forced by Set to live in the city's sewers. They were apparently unarmed and form no threat to anyone, but were one of the most helpful factions in Necropolis, telling the Vault Dweller where to find the water chip but requesting him to fix the pump first.

Unity

The Unity was the name of Master's vision of humanity after the war, as well as his own organization, which includes both the Master's Army and the Children of the Cathedral. In order to avoid the self-destruction of the species, the Master desired to forcefully evolve humans into one, perfect race, removing the inequalities that are the cause of strife among humans. To this end, he used the Forced Evolutionary Virus (FEV) to create his race, the super mutants, also called the Master's Army.

With the discovery of the Los Angeles Vault, and the establishment of the Children of the Cathedral, the Master created the means of conversion and recruitment of people into his project. Under the disguise of apostles of peace, establishing hospitals and churches in the cities of the wasteland, the Children and the Mutants, led by the nightkin elite warriors, prepared for a war that would change the face of the Earth and bring upon the master's dream.

Vat Team 9

A squad of super mutants residing in the Mariposa Military Base in 2161. Vat Team 9 is a special containment squad who are part of the Master's Army, who were stationed in the room near the cell block access elevator to deal with any potential disturbances caused by prisoners or unsavory elements (such as the Vault Dweller). It consists of three super mutant soldiers, with the sergeant wearing classic super mutant armor.

Water Merchants

The biggest caravan company in the Hub in 2161. They control the water tower and, by extension, water distribution in the area. Their control over the oasis was the root of the Great Merchant Wars and remained a point of controversy among the Hubbers for years to come as rival companies were forced to buy water to sell from the WM. As such, this company became very wealthy, very fast, at the cost of developing some serious enemies, among them Decker of the Hub underground.

Compared to other companies, the caravan guards get the worst pay check (only 200 caps each way) although they are less likely to run into fierce opposition, and leave often, every five days. Additionally, a shipment of water can be bought to send it to Vault 13 and extend the time limit for finding the water chip by 100 days. In the Vault Dweller's memoirs he mentions organizing water to be sent back to Vault 13, admitting in hindsight it was probably a mistake, but put his mind at ease. In the unpatched version, this also lowered the Vault 13 invasion time limit by 100 days.

June 11, 2014

You boozed your brain out of your head once too often and now your body is craving for more... and more... and more... well done! You got yourself addicted.

This was only partially implemented in Fallout and Fallout 2. Art and descriptions exist, but the addiction itself is not defined and so it cannot be obtained.

Fallout cut content refers to the content in original Fallout game, which was cut from the final version of the game. A few of it can still be found in the game files but is inaccessible within the game itself. While there is so many of cut content in Fallout, we'll be focusing on the most interesting ones:

Factions

The Jackals

During the spring of 2141, four groups left Vault 15 to brave the Wasteland. In the winter of the same year, three of these groups became roving gangs of raiders: the Jackals, the Vipers, and the Khans. The Jackals founder and first leader is unknown. After their creation, they began to raid Shady Sands and fought extensively against the Vipers and the Khans, until they were defeated by the Khans and fled east of California sometime before 2161. Though they were once very feared, along with the Vipers they were almost all destroyed by the NCR and the remaining Jackals were again pushed further east, towards the Mojave Wasteland. Profoundly savage and cannibalistic nature. They are mentioned in Fallout but finally only appeared in-game in Fallout: New Vegas in 2281.

The Thinker Nightkin

An utopian idealists, living in the harsh dystopian wastelands. All known members are super mutant nightkin, but they recruit humans into their ranks as was attempted with the Vault Dweller. They believe that together the humans and mutants can work to build a better wasteland, and ultimately bring peace to all. The thinker nightkin were initially meant to be included in the original Fallout, but they were eventually cut, and are only mentioned by in the shared dialogue file.

The Vipers

A band of quasi-religious raider-tribals with a profound shamanistic nature. They originated from Vault 15 with two other raider groups (Khans and Jackals). From Killian Darkwater's dialogue, their main base is called The Shrine in 2161, and was located north from Junktown but was cut from the final version of the game. The Vipers were initially meant to be included in Fallout and are only mentioned by Aradesh, Ian and Killian Darkwater. Jess Heinig said:

There were originally going to be two other raider tribes in addition to the Khans—the Vipers and some other group the Jackals. We had this idea worked out for the Vipers being in a cleft in a canyon with some beat-up wagons or motor homes, and a sort of snake-worship-cult thing going on. There was gonna be a quest where you could become an honorary Viper and go through their pit of serpents and gain the Snakeater perk for free. Sadly, we just didn't have time to actually build the map.

They are also mentioned in Fallout 3, in the Citadel of the Capital Wasteland Brotherhood of Steel. A computer containing information about Maxson family reveals that western Brotherhood were fighting this raider group before the encounter with the Master. Maxson II, father of John Maxson, was killed by them. They finally appear as enemies in Fallout: New Vegas, albeit splintered and weak. They were also to appear in Van Buren, the canceled Fallout 3 project by Black Isle Studios.

Locations

Viper Camp

The Vipers hideout, or as they call it "The Shrine," is many small adobe buildings surrounding a large pit. This pit is where they conduct their religious ceremonies. The sacrifices are placed within the pit and several huge Pit Vipers slither out to claim their meal. Although it has never happened, if anyone were to escape the pit, the Vipers would let that individual go, claiming it was the will of the great Snake.

Burrows

Burrows Raccoon concept art

The Burrows is a small community, founded in 2101 by FEV-mutated raccoons known as S'Lanter from the West Tek Research Facility. Log Date January 12, 2076:

With batch 11-011, we have improved the mitotic cycle efficiency by 43%. We have infected 53 raccoons with the new strain. In addition to the now expected size increase, behavioral tests confirmed an increase in intelligence and manual dexterity by 19 points on the Schuler-Kapp index. Unfortunately, several subjects escaped confinement and had to be hunted down and dispatched. Major Barneet ordered the remaining subjects terminated. Two pairs were unaccounted for.

The above excerpt is from the FEV experiment disk found at the Glow in Fallout and is the only remaining in-game reference to the non-existent area.

Brotherhood Ruins

Originally, the Lost Hills was not a bunker - it was a small concrete building, found by soldiers from Mariposa that employed it as a base, and slowly, but steadily changed it into a true fortress. The Brotherhood also had an invasion ending planned, where the super mutants march against the Brotherhood and lay siege to Lost Hills. While defending their fortress valiantly, a traitor, Kedrick, would assassinate the Elders and sell the Brothers to the super mutants. Lost Hills would be subsequently destroyed. An unused "Dead Brotherhood" map is still included in the game files and can be accessed via the main menu.

Other cut elements include a few non-player characters (notably a scribe mourning the Brotherhood's reluctance to explore "soft" sciences such as sociology or psychology), a romance subplot including Jennifer, the Paladin, another Michael-related sub quest about pulse grenades and girls from lower levels and a day/night cycle in the bunker.

Other Random Locations/Encounters

There are some MSG files for a type of random encounter that was never fully implemented: people from a nearby location who had lots of dialog, depending on your rep there, could give you news or lead you to their base.

Lance, one of the guards from Shady Sands' long-range patrols. His dialog was: Just stay where you are. We've heard about you in Shady Sands and we want no part of you.

A lone raider - The lone raider is raider roaming the wastes near Shady Sands in 2161. His dialog was: They have destroyed Shady Sands. They kill anyone in their path. I never dreamt such ferocity existed. We are all doomed...

Sean - finding the remains of an ambushed caravan along with the corpse of a Vault 13 scout named Sean, who turned super mutant.

Vault 13 couple - When the Vault Dweller left on their quest to save Vault 13, this couple took over their room. It was, however, promised to the Vault Dweller that their room would be left empty awaiting their return. Dialog was: We didn't think that you were coming back. You have such a nice room, and we were a little crowded with her parents. I hope you don't mind.

Quests

Become a Blade

The symbol of the Vipers

This quest was to be given to the Vault Dweller by Razor, if first spoken to Fire and getting directed to her.

Become an honorary Viper

Like most other content cut from Fallout, this quest was likely excluded due to time constraints. Dialog: You could become an honorary Viper and go through their pit of serpents and gain the Snakeater perk for free.

Deliver Locket for Romero

a side quest cut from the final version of Fallout.

Deliver package from the Gun Runners

According to the global variables, it seems as though this quest was about actually delivering a bomb to the Followers of the Apocalypse in the Boneyard Library. Dialog: I have a package for you from Gabriel. Other dialog: Hmm. I see. Thank you.

Rescue Jason Zimmerman

The quest involved freeing Jason, son of Jon Zimmerman, who was being held captive by the Rippers. The quest was cut when the gang itself was cut from the game and their warehouse became infested with deathclaws instead.

Stop the Gangs from attacking Adytum

Originally the Blades were a gang and the Regulators were the "typical" honest police force, but later the developers got the idea of switching the groups' moralities, making the Blades honest people and the Regulators overly authoritarian. The quest was likely removed since it contradicted this state of affairs.

The Search for the Glow, The Trade Line, To Catch a Wisp andThe Wood Cutter's Wife quests was cut because the location it was given in, the Burrows, was cut from the game as well.

A Brotherhood mini quest

Was meant to deliver Pulse Grenades from Michael to Sophia. Also more extended dialogue with Michael, and being able to con a Laser Pistol out of him.

A Brotherhood spy quest.

Find Children spy in the Followers

One of the unimplemented side quests from Fallout. It can be assumed that the Followers of the Apocalypse had been infiltrated by the Children of the Cathedral, and the purpose of this quest was to find and apprehend the traitor. Unfortunately, the traitor was either removed from the final version of the game or never implemented, effectively rendering the quest impossible to complete. This will also give the Followers of the Apocalypse a bad ending, regardless of what the Vault Dweller might try to do. With Fallout: New Vegas, the good ending is considered canon.

It seems the name of the spy was Heather.

Other

A quest to deliver (perhaps unwittingly) a bomb to a Follower named Jake (you can ask Nicole about him).

Being able to report Iguana Bob to the Hub police (really).

A mini quest involving Billy and Dan in the Hub, which has been fully scripted but seemingly does not work.

Most cathedral NPCs give you only a small part of their dialog. A good example is Viola, who has many lines that cannot be accessed. So it's hard to tell if actually any NPCs were completely removed. Dumar, Zack Barstow. Cut psykers: Dominic - "A strange energy flares from his eyes" and Wiggup - "Small sparks of energy flow over his body" This is probably Wiggum. Cut Cathedral members: Surf and Barracus.

Super mutants

They may have been supposed for the Mariposa Military Base or the Master's Lair, it's not always quite sure. Uthern, leader of the Super Mutants. Rae, he might join you in your fight against the Master.

Other Cut Content

Happy endings for the Followers (with a picture showing an unbroken wall) and the Hub (with a picture showing Iguana Bob), and mutant invasion endings for Junktown (with a picture showing a the super mutant) including the Brotherhood.

A clue index, mostly serving as reminders of known information, and a function to store video clips in your Pip-Boy.

An unused "fire dance" death animation for children and midgets.

As you can see there is plenty of cutted contents from original Fallout game, and those above are just the most interesting ones, not all of it. You could build a whole new game just from those cuts.. For more cut content visit Fallout wiki, which was the source of this article.